FLIGHT 2000 ====== ==== Changes by Idleman//5ac seymour.shabow@gmail.com GAMEPLAY CHANGES ======== ======= GENERAL GAMEPLAY ======= ======== The center WOW will no longer strobe on/off with sling hits. The 3 bank sweep award will always be available when all 3 drops are up, no more strobing on/off with sling hits. BONUS LADDER ===== ====== Bonus ladder goes to 19k instead of 10k. Countdown can become much faster than stock because max bonus of 19k*15x takes a really long time to count down! EXTRA BALL AWARD ===== ==== ===== Dip 23 now controls an on-playfield extra ball award. Set off=wow's pay whatever dips 31 and 32 are set to. Set on=center wow (only) always pays extra ball. Outlane specials always pay dip 31/32 setting. SKILL SHOT ===== ==== One of the 4 top lanes LAST blinks at ball start. Making blinking lane spots additional letter in BLAST OFF. The blinking letter is also spotted if not already collected. If Blast off completed, blinking lane spots next drop 5-4-3-2-1. If 5-4-3-2-1 sequence already completed, blinking lane awards 25k plus normal score. The skill shot is only available at ball start, not when locking balls and additional balls launched from shooter lane. FREE PLAY ==== ==== Maximum credits always 99. Set dip 19 to ON for free play. Game will always start on free play even if 00 showing in credits remaining display. QUICK SHOT ===== ==== Making B or O inlanes lights Spot Blast for a short period - making spot blast when lit awards 25k and next letter in BLAST OFF sequence, as well as advancing bonus multiplier. Right spinner if made during quick shot period (1/2 the time the spot blast is lit) will advance the spinner one step. If the spinner was already spinning quick shot does not light on the spinner, but will light on the spot blast. MULTIBALL ========= Dip 18 now controls a new feature, reset countdown. ON=reset, OFF=don't. The countdown will reset to all 5 targets once multi- ball is qualified (2 balls locked, and blast off spelled). During multiball, balls shot into the ball walker will eject and not remain. For a short period while the ball is traversing the maze to the exit, 2x scoring will be active. A 2 will blit into the left part of the ball in play display while this is active. Any score made during this period will be doubled. Achieving multiball no longer lights the spot BLAST standup target - only the quick shot will light this target. During multiball, quick shot does NOT advance the right spinner value, but the 3 bank drop will still advance the right spinner value. SPINNERS ======== Right and Left spinner will show # of spins on ball in play display. After a short period, the spinner counter will return to the ball in play. Left spinner has been adjusted to score ALL spins. Factory behavior was to prevent scoring during certain ball walker behaviors. SCORE LEVELING ===== ======== Players only receive 10k per kickout after locking 2 balls in walker (i.e., if player 1 had 2 balls locked, player 2 only gets the additional score once they too, have locked 2 balls. This includes ball locks that are set to carry over game to game - each player must put 2 balls in the lock before the 10k per maze eject is awarded. This is for fairness in tournaments. KNOCKER ======= Disconnect the wiring running to the coin door lockout coil and reroute them to a knocker installed near the transformer. Yellow-white wire goes to the non-banded side of the diode on the knocker coil. All credits won via score levels, specials, and high score to date awards will knock appropriately. CHANGES RELATED TO SYSTEM BEHAVIORS ======= ======= == ====== ========= Due to operating system changes related to making more rom space available, at game over non-playing players will have 00 in their player displays rather than being blank. If the HSTD happens to be less than 100k (likely not for long) the game will display leading zeroes for whatever digits 100k-10 instead of blanks. This is done again to carve free bytes into the software to make room for the enhancements. HSTD will only be awarded based on the nearest 100s. (i.e. you must beat the high score by at least 100 points to be awarded the hstd. Due to the rarity of beating the score by so little this was done as a trade-off to again, save space.) Additionally, the first press of the self-test button on the coin door no longer goes directly into a burn-in test - it instead goes directly to the lamp test. Again, this is to save space in the operating system. There were many changes made to the operating system to allow these enhancements to be added to the game without losing any player-facing gameplay. All adjustments and audits are still intact, including all coin ratios. Version of the software installed appears in the match display at power up. Questions/comments to seymour.shabow@gmail.com